Volltext-Downloads (blau) und Frontdoor-Views (grau)

Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator

  • Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities. We developed an avatar creation system to examine preferences towards parametrized faces and explore inVideo game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities. We developed an avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject. Based on the 3D model of the Caucasian average face, 420 participants generate 1341 faces of positively and negatively associated concepts of both gender. The results show that some characteristics associated with the Uncanny Valley are used to create villains or repulsive faces. Heroic faces get attractive features but are rarely and little stylized. A voluntarily designed face is very similar to the heroine. This indicates that there is a tendency of users to design feminine and attractive but still credible faces.zeige mehrzeige weniger

Metadaten exportieren

Weitere Dienste

Suche bei Google Scholar

Statistik

frontdoor_oas
Metadaten
Dokumentart:Konferenzveröffentlichung
Art der Konferenzveröffentlichung:Konferenzartikel
Zitierlink: https://opus.hs-offenburg.de/4372
Bibliografische Angaben
Titel (Englisch):Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator
Konferenzangaben:The annual symposium on Computer-Human Interaction in Play (CHI PLAY '15), London, United Kingdom, October 5-7, 2015
Verfasserangaben:Valentin Schwind, Katrin Wolf, Niels Henze, Oliver KornStaff MemberORCiDGND
Erscheinungsjahr:2015
Urhebende Körperschaft:Association for Computing Machinery
Verlagsort:New York
Verlag:ACM Press
Erste Seite:221
Letzte Seite:230
Titel des übergeordneten Werkes (Englisch):Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
ISBN:978-1-4503-3466-2
DOI:https://doi.org/10.1145/2793107.2793116
Sprache:Englisch
Inhaltliche Informationen
Fakultäten / Einrichtungen:Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021)
Forschung:ACI - Affective and Cognitive Institute
Sammlungen der Hochschule Offenburg:Bibliografie
Formale Angaben
Open-Access-Status: Open Access 
 Bronze 
Lizenz (Deutsch):License LogoUrheberrechtlich geschützt